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Diffstat (limited to 'examples/declarative/shadereffects/qml/WaterEffect.qml')
-rwxr-xr-x | examples/declarative/shadereffects/qml/WaterEffect.qml | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/examples/declarative/shadereffects/qml/WaterEffect.qml b/examples/declarative/shadereffects/qml/WaterEffect.qml new file mode 100755 index 0000000..e2fee5c --- /dev/null +++ b/examples/declarative/shadereffects/qml/WaterEffect.qml @@ -0,0 +1,126 @@ +/**************************************************************************** +** +** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). +** All rights reserved. +** Contact: Nokia Corporation (qt-info@nokia.com) +** +** This file is part of the examples of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** GNU Lesser General Public License Usage +** This file may be used under the terms of the GNU Lesser General Public +** License version 2.1 as published by the Free Software Foundation and +** appearing in the file LICENSE.LGPL included in the packaging of this +** file. Please review the following information to ensure the GNU Lesser +** General Public License version 2.1 requirements will be met: +** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Nokia gives you certain additional +** rights. These rights are described in the Nokia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU General +** Public License version 3.0 as published by the Free Software Foundation +** and appearing in the file LICENSE.GPL included in the packaging of this +** file. Please review the following information to ensure the GNU General +** Public License version 3.0 requirements will be met: +** http://www.gnu.org/copyleft/gpl.html. +** +** Other Usage +** Alternatively, this file may be used in accordance with the terms and +** conditions contained in a signed written agreement between you and Nokia. +** +** +** +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick 1.0 +import Qt.labs.shaders 1.0 + +Item { + id: root + property alias sourceItem: effectsource.sourceItem + property real intensity: 1 + property bool waving: true + anchors.top: sourceItem.bottom + width: sourceItem.width + height: sourceItem.height + + ShaderEffectItem { + anchors.fill: parent + property variant source: effectsource + property real f: 0 + property real f2: 0 + property alias intensity: root.intensity + smooth: true + + ShaderEffectSource { + id: effectsource + hideSource: false + smooth: true + } + + fragmentShader: + " + varying highp vec2 qt_TexCoord0; + uniform sampler2D source; + uniform lowp float qt_Opacity; + uniform highp float f; + uniform highp float f2; + uniform highp float intensity; + + void main() { + const highp float twopi = 3.141592653589 * 2.0; + + highp float distanceFactorToPhase = pow(qt_TexCoord0.y + 0.5, 8.0) * 5.0; + highp float ofx = sin(f * twopi + distanceFactorToPhase) / 100.0; + highp float ofy = sin(f2 * twopi + distanceFactorToPhase * qt_TexCoord0.x) / 60.0; + + highp float intensityDampingFactor = (qt_TexCoord0.x + 0.1) * (qt_TexCoord0.y + 0.2); + highp float distanceFactor = (1.0 - qt_TexCoord0.y) * 4.0 * intensity * intensityDampingFactor; + + ofx *= distanceFactor; + ofy *= distanceFactor; + + highp float x = qt_TexCoord0.x + ofx; + highp float y = 1.0 - qt_TexCoord0.y + ofy; + + highp float fake = (sin((ofy + ofx) * twopi) + 0.5) * 0.05 * (1.2 - qt_TexCoord0.y) * intensity * intensityDampingFactor; + + highp vec4 pix = + texture2D(source, vec2(x, y)) * 0.6 + + texture2D(source, vec2(x-fake, y)) * 0.15 + + texture2D(source, vec2(x, y-fake)) * 0.15 + + texture2D(source, vec2(x+fake, y)) * 0.15 + + texture2D(source, vec2(x, y+fake)) * 0.15; + + highp float darken = 0.6 - (ofx - ofy) / 2.0; + pix.b *= 1.2 * darken; + pix.r *= 0.9 * darken; + pix.g *= darken; + + gl_FragColor = qt_Opacity * vec4(pix.r, pix.g, pix.b, 1.0); + } + " + + NumberAnimation on f { + running: root.waving + loops: Animation.Infinite + from: 0 + to: 1 + duration: 2410 + } + NumberAnimation on f2 { + running: root.waving + loops: Animation.Infinite + from: 0 + to: 1 + duration: 1754 + } + } +} |